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Blessing of Sotek is way OP thou. As one unit of skinks with it is capable of melting down half of enemy's army. I've had three chameleon skins defeating full stacks with relative ease using this blessing. Not leaving much of a challenge when playing, but pretty enjoyable for a while :)
Blessed spawned units can have all blessing stacked on them. Normal units only can get one. RoR units can't get any, which makes them obsolete.
A single use of Ark of Sotek test battles does 2000-3000 damage, depending on how the infantry crowd. Sotek's curse is supposed to be around double the effectiveness, so should be around 2500x2 = 5000 dmg. It actually does less than that. My guess at why it's lower is because there's also lots of non-infantry units with far less than 100 entities. 120-240 dmg/s for Sotek's Curse, if it were 10-20 dmg/s, is equivalent to if a x2 Ark of Sotek ability were used on a unit with roughly 12 entities.
The end result is that the Sotek's Curse contact effect is more powerful against single entities than it would be as an area of effect, while actually being worse against infantry than if it were 10-20 dmg/s per entity. It's still insanely powerful though because the Bastiladon ability has a 60 s cooldown, while a unit of Chameleon Skinks has a reload time under 10 s.
Since contact effects can't be applied to individual entities within a unit, any damage amount from the contact effect will be done to the whole unit spread equally across all entities. So if TD Killen had made the Sotek's Curse actually do 10-20 dmg/s, then that's how much would be done to the entire unit, which would be absolutely pitiful, and far *far* worse than the Ark of Sotek's ability.
In order to somewhat accurately replicate the actual damage output of the Ark of Sotek ability, TD Killen had to choose a fixed damage range to be applied to the affected unit, which gets spread equally across all entities.
I think the original moder (TD Killen) had to implement it the way it is due to engine limitations. They probably couldn't get an effect more accurately replicating Ark of Sotek's poison to work without the area of effect the original ability has.
Basically, area of effect damage abilities (like spells) can distinguish which entities within the same unit take damage, and apply that damage amount to each individual entity. Thus why things like vortex spells are so good against blobbed infantry units with high entity numbers and low HP, but suck against low entity number units with lots of HP per entity. However, I believe the game engine does not support applying similar damage effects based on which entities within a unit get hit by an attack.
That's why the tooltip says "Strong vs. 25 men unit of above": it does far more total damage to a unit with many entities and low HP/entity. And if you test you'll see that the Ark of Sotek poison ability does do a ton of damage to infantry units with high entity numbers, like skaven.
When an entire unit of skink skirmishers with greater blessing of sotek shoots their blow pipes at a unit, I think that 10/20 dmg/s effect is being applied to every entity in the whole unit since there's no area of effect. So yeah, it deletes infantry.
But in your mod-discreption it says the greater Sotek-Blessing would deal double the dmg of the Ark of Sotek poison, that would be 10-20 dmg per second. But it actually deals 120-240 dmg per second, is that a bug?
If one of my skink units just shoot one time, they delete halve the hp of a clanrat unit.
I fought with an army of skinks with the greater blessing of sotek against 3 full stack of skaven and i took like 160 cassualties :D yea and i had nearly no buffs for the skinks ^^
I had Skink Cohorts, rank 1, with the Greater Blessing of Sotek against 2 Chaos Warriors, 2 Bloodletters, 1 Warhounds of Khorne. The skinks should have been massacred.
"A Brutal Business" was active (+20 damage all factions), and Sacrifice of Xahutec (+10 armour my armies). I had no technologies for skinks, rank 3 lord had no red line skills and a neutral trait.
Ultra unit scale, VH campaign, VH battle, max AI stat bonuses.
5 Skink Cohorts fought each Khorne unit 1v1, head on charge. Over 5 runs of this test, no unit of of skinks took more than 65 casualties out of 160 (most in the 35-60 casualty range), and every Khorne unit was wiped, unless the warhounds ran away early.
Then I did custom battles replicating the above as closely as I could (without blessing), with the expected results: the skinks got wrecked by everything but the Warhounds.
Instead I plan to make a sub mod giving the generic units access to these blessings. I also have some plans of making further sub mods to give these upgrades to the units from the Lustria Rises and Singe’s Lizardmens.